Showing posts with label X Wing. Show all posts
Showing posts with label X Wing. Show all posts

Thursday, 25 August 2022

Aces High events

 

With space and time being at a premium in Antics, it's the perfect place to host the X-Wing Aces High format. 8 players drafting pre-built ships and having a couple of fun games, maybe trying ships they wouldn't normally fly.

Aces High

Baron Administrator Tournaments brings to you; Aces High at Antics. These events will have a player cap of 8, splitting into 2 pods for the dogfight itself. Then the pods will be split and re-paired for a second round to determine a winner. Registration for the event will start at 11:00am and the draft will start at 11:30am. Entry for the event will be £5.

8 players, as that's what the kit provides for. A short event, as Antics closes at 4pm on a Sunday. The money goes towards prize support and potential larger events, should AMG actually solicit any.

Ships will be provided, simply bring your dice, tokens, and templates, plus a way of keeping track of Bounty points and Victory points.

The ships are –

·         T-65 X-Wing

·         Eta-2 Actis

·         RZ-1 A-Wing

·         Firespray-class Patrol Craft

·         Xi-class Light Shuttle

·         Fireball

·         TIE/rb Heavy

·         Droid Tri-Fighter

 It's an interesting mix of Ships, even some Medium bases. The pilots are diverse, but the better the pilot sounds on paper, the less upgrades the ship has. Only run this once but the ships seem pretty balanced.

All using pre-generated Quick Build cards. Player order will be randomly determined then, in that order, the ships will be chosen.  This will be your ship for both games. The Players will then be placed in a pod and play the scenario.

Ships will be deployed in Player order, within Range 1 of any board edge and beyond Range 2 of all other ships, once all ships are deployed; the game begins with the following extra rules;

·         After a ship performs an attack and damages an opposing ship that was at full health, the attacking player gains 1 Victory point

·         After a ship performs an attack, if it destroys the defender, the attacking player gains Victory points equal to 2 plus the ships Bounty points. The destroyed ship loses all Bounty points and the attacking ship gains 1 Bounty point.

·         If a ship flees, its player loses Victory points equal to its Bounty points plus 1. Then it loses all Bounty points. 

·     Start of Round, before the Planning Phase, each player with a destroyed ship (in player order) rolls an Attack die then sets up their ship on a Hyperspace point that has a matching symbol. If this is not possible, then they set up at Range 0 of a board edge.

      Scoring seems a little complex on paper, but once you start playing and scoring it's quite straightfoward. Ships also come back so an early death doesnt put you out of the game. The bounty system also means a lucky kill on the leading ship can bring you right back into things.

·         The game lasts 60 minutes. Once this time limit is reached, finish the current round and report your points

All players will be awarded a promo card at the end of the event. After the second game, the player in each group with the most total Victory points will be awarded an Antics Gift Voucher. £10 for Pod One, £5 for Pod Two

 A fun event, and one I'll run most months at Antics. I may also explore some of the other Quick Builds in my collection and change up the available ships every few months

If you want to keep up with the events I run, check out Baron Administrator Tournaments on Facebook

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Monday, 23 August 2021

Kirton Games Summer Hyperspace


 

This past weekend saw the return of normal X-Wing competitive play to the South West with the Kirton Summer Hyperspace. 16 players (mostly from Tin Squadron) traveled to Crediton for a full day of |Pew-Pew and plastic spaceships. I attended alongside Pete, Troll, Matt V and Captain Rex. 

My list was... simple. I had only decided to attend about two weeks earlier and have largely ignored the Hyperspace format during the Pandemic. What could go wrong?

Hyperspace  

Galactic Empire (200)

Baron of the Empire TIE Advanced v1 (31)
Deadeye Shot + XX-23 S-Thread Tracers
Carida Academy Cadet TIE/rb Heavy (43)
Ion Cannon + Target-Assist MGK-300
Planetary Sentinel TIE/sk Striker (42)
Thermal Detonators + Suppressive Gunner
Planetary Sentinel TIE/sk Striker (42)
Thermal Detonators + Suppressive Gunner
Planetary Sentinel TIE/sk Striker (42)
Thermal Detonators + Suppressive Gunner

 I scanned through which ships were legal for the Empire in Hyperspace. Only named Interceptors, only generic Advanced, no Shuttle. Madness. I would have flown Interceptors, but the available Modifications left a lot to be desired. A mod that changes the K-turn into a Sloop, but only if its a speed that the dial doesn't have? Take damage on my three hull ship to remove a stress? How about I don't. This lead me to looking at the TIE Striker. Suppressive Gunner seems expensive but it can really mess with an opponent. Thermal Detonators can do the same, but seem cheap.

I had tried pairing the three of them with Soontir Fel but wasn't happy at all. I'm rusty flying a lone Ace and he doesnt punch hard enough alongside them. Last minute inspiration had me looking at the TIE Brute. Keep it simple and add an Ion Cannon for some extra annoyance. Finally throw in a Baron of the Empire, with some upgrades because the bid doesn't matter for this list.

I managed to get a couple of games in last Thursday, so I at least knew what I wanted to be trying to do with the list. And we rocked up early Saturday morning ready to go


Round 1 - Troll  

Galactic Empire (200)
Inquisitor TIE Advanced v1 (40)
Foresight
Inquisitor TIE Advanced v1 (40)
Foresight
Inquisitor TIE Advanced v1 (40)
Foresight
Inquisitor TIE Advanced v1 (40)
Foresight
Inquisitor TIE Advanced v1 (40)
Foresight

And my first match was against Troll. Not only someone I traveled with, but one of the two practice games I had on Thursday. A very cagey game, he doesn't want to get caught by my bombs, I don't want to get punished by Foresight. Bits of damage traded here and there and the game was looking quite even until the penultimate round. An Inquisitor took a stray crit, Troll flipped a Direct and it left the table. A shot into a second full health Inquisitor had Hit, Hit, Crit versus triple Blank. Followed by flipping another Direct. Taking those two off the table with only a couple of minutes left on the clock meant Troll couldn't get enough guns on my survivors to bring the score back

160 - 106 win

My takeaway from this game was that it was a very grindy match up. Both sides trying to minimize how many shots are aimed at any one ship, both sides trying to position so that they aren't punished by opposing upgrades. A little bit of luck secured the win for me.


Round 2 - Rick Hancock 


(38) Torkil Mux [HWK-290 Light Freighter](2) Protectorate Gleb(2) False Transponder Codes Points: 42
(30) Captain Seevor [Modified TIE/ln Fighter]Points: 30
(62) Bounty Hunter [Firespray-class Patrol Craft](2) False Transponder Codes Points: 64
(62) Bounty Hunter [Firespray-class Patrol Craft](2) False Transponder Codes Points: 64
Total points: 200 

My second game was against Rick of the Tins. I made too many mistakes in this game, to be honest. Flew a Striker through a Debris Cloud, forgot the stress a couple of turns later. That didn't cost me the ship, but put it out of the fight for too long due to the maneuver I had dialed in. Spotted the stress as I went to activate the ship and realized i wasn't going to get my Ailerons bank. Misjudged some positioning as well throughout the game. And Rick capitalized every time. Also, Seevor's ability to Jam meant my Strikers never had an Evade so evaporated pretty quick.

High point was taking out Torkil pretty quickly. But once I lost two Strikers, I knew I wasn't going to be able to do enough damage to either Firespray to get points for them. Gave it a go though.

42 - 127 loss  

My takeaway from this game was mistakes are costly. Sounds obvious, but you really need to focus. Especially against a player like Rick, who just missed out on the top 4 cut.


Round 3 - Mat Burnett  

Scum and Villainy (198)

Bounty Hunter Firespray-class Patrol Craft (70)
Thermal Detonators + Hull Upgrade
Torkil Mux HWK-290 Light Freighter (56)
protectorate gleb + Moldy Crow
Bossk YV-666 Light Freighter (72)
Cutthroat + Zam Wesell + Greedo + Contraband Cybernetics + Hull Upgrade

 My third game was against one of the many Burnett's amongst the Tins. In this case, Mat. A very strong set of Scum ships and upgrade combos to boot. Not my preferred match up when I've already had a loss. This game was fun though, despite my trepidation. Highlight was managing to get 3 Ion tokens onto Bossk while he was pointing at the edge of the board. He was still on (and at an angle) by mere millimeters. Fortunately (for Mat), the hard turn kept him on board and I didn't have enough firepower left as he got the half points for my final two ships in the last round. Losing that Bossk (who was pretty healthy) would have sown up the game for me.

91 - 158 loss  

My takeaway from this game is difficult. I killed Torkil and got half the Bounty Hunter. I can't pinpoint exactly where it went wrong. Zam wasn't really a factor in the game. It's possible I simply wasn't doing damage quickly enough.


Round 4 - Blaze  

Hera Syndulla (VCX-100) (72) Selfless (2)  Ion Cannon Turret (5) Hull Upgrade (2)  Ship total: 81 

Jake Farrell (34)  Proton Rockets (5)  Ship total: 39 

Wedge Antilles (A-Wing) (35) Proton Rockets (5) Ship total: 40  

Shara Bey (A-Wing) (32) Proton Rockets (5)  Ship total: 37 

 Total: 197 

Mobile ships and a hammer. This turned into a slow game, not due to stalling but due to all the ships not really wanting to get into a fight. The occasional shot here and there, Blaze's Procket dice not being great, me not taking enough shots at Hera, these all caused it to look on paper like a non-game. Two ships halve on both sides meant a very low score for both players.

40 - 43 loss

My takeaway from this game is twofold. Firstly, I should have tried harder to fly aggressively at Hera. Her lack of Agility meant I probably would have burnt her down sharpish. Secondly, the named A-Wings feel a little cheap. I guess we will see if AMG agree when they adjust the points later this year.

Round 5 - Matt Vicary  

First Order (195)

Major Vonreg TIE/ba Interceptor (57)
Daredevil
Kylo Ren TIE/vn Silencer (79)
Heightened Perception
"Recoil" TIE/vn Silencer (59)
Predator

Final round and I'm up against Matt V, my other practice game from Thursday. Full disclosure, he wasn't fully invested in winning this game. I just wish someone had told his dice, as the Red's didn't have blanks on them. My Red's fell asleep but the Thermal Dets put in some work. I also flew super aggressive and managed to catch Major Vonreg early. In the final round, Matt chose to not spend a Force on Kylo's defense roll to give me the win and allow him to grab the Wooden Spoon

 166 - 137 win  

My takeaway from this game involves lessons from the Thursday game. In that game, Matt split his aces and the Strikers we able to keep on one of them til I destroyed it. This game went similar, except i flew more aggressive to give Matt minimal chance to get it away. The bombs not only present damage that ignore Agility, or Strain to lower Agility, but the flexibility of dropping them on the 1 or 2 Straight OR both helps keep aces honest. I expect Thermal Detonators to go up a point or two.

 

Final Standings

I went 2-3 and came 11th. 

Not the best result, but I'm not upset. First tournament in two years, last minute decision and I don't massively expect good results at the best of times. This was mostly an excuse to hang out with the guys and see/play people who I haven't been around since before the Pandemic. I consider it mission accomplished.


As usual, James Fox ran a fantastic event, and i highly recommend attending a Kirton tournament, no matter the game you play. 

If you want to see how the good players were playing, check out https://www.twitch.tv/videos/1124944961 . Shout out to Pete for being top of Swiss and not losing a game until the Final.





Monday, 7 January 2019

Baron Administrator Tournaments - Standard X-Wing Events



I'm going to run monthly X-Wing events, aimed at local players but welcoming anyone. There are two good venues for this, Dark Star Gaming and Antics Model Shop.

I charge for the events to pay for prizes, time and, in the case of Dark Star, tablespace. This allows me to keep ordering prize kits for X-Wing from Asmodee themselves, through Antics and G.I. Games.

As we have two venues, I feel now is a good time to try running two different formats for events, alternating venue each month. Hyperspace and Extended. This keeps the events different, as I will often run them back to back on the same weekend, and allows people to practice for events like the System Open and Hyperspace Trials. It also provides an event for the players that have started their gaming experience with Second Edition, and feel overwhelmed by the selection of ships available in Extended.


Extended 

"Explore all the starfighter battles X-Wing has to offer. The Extended game mode encompasses every component for X-Wing Second Edition, including the ships only found in the Conversion Kits. Choose a faction, then select up to 200 points of pilots and upgrade to create your squad."

The event will be 3-4 rounds dependant on attendance, as per the FFG Tournament Regulations, with no top cut and run as per the Relaxed tier;

"Tournaments at this level are welcoming to all players, regardless of
experience level. Players are encouraged to help each other improve and
learn, so long as it does not significantly disrupt the game. The focus is on
creating a fun and friendly environment. The Relaxed Tier is used for Wave
Championship-level events."


Price will be £7, and prizes will be drawn from our available prize pool. All players will get a prize.



Hyperspace   

"The Second Edition game mode is an ideal introduction to players new to X-Wing. This game mode includes only those components found in the second edition Core Set and ship expansions. Choose a faction, then select up to 200 points of pilots and upgrades to create your squad."

The event will be 3-4 rounds dependant on attendance, as per the FFG Tournament Regulations, with no top cut and run as per the Relaxed tier;

"Tournaments at this level are welcoming to all players, regardless of
experience level. Players are encouraged to help each other improve and
learn, so long as it does not significantly disrupt the game. The focus is on
creating a fun and friendly environment. The Relaxed Tier is used for Wave
Championship-level events."


Price will be £7, and prizes will be drawn from our available prize pool. All players will get a prize.



That's the event structure I'll be using. Let me know your thoughts, especially if you are planning on attending one.

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Monday, 3 September 2018

FFG Nationals

Last weekend I was Judging at the UK FFG Nationals, run by Asmodee UK.


A weekend of National Championships for Fantasy Flight Games, plus side events and some surprises.

Thursday



An early morning coach journey for me, to get to the ICC on time. That's normally how I travel to these events, and I've been to Birmingham quite a few times in the past twelve months. No delays en route and I used the journey to catch up on the last few weeks of the White Book Podcast.

Set up day, and the first opportunity to catch up with people I've worked with before, and meet the new staff. On Asmodee's side of things, I had met everyone previously and I had also already met most of the Judges. Despite this event effectively being my 1 year anniversary of Judging with Asmodee UK, the more familiar faces are starting to feel like family.

Set up went smoothly, spoiler alert; it's physical work and consists of being told where to put stuff. Boards on tables, tablecloths, gaming mats and table numbers don't just put themselves into place. There was also discussion of who was doing what and when. All in all though, the relaxing calm before the storm.

Friday



My job Friday was simple; Scorekeeper for Imperial Assault. The event was small enough that it could be run on TOME, and there was going to be 5 rounds. The majority of games went to time, or near enough, giving me the rest of the round to relax and settle in. The only hiccup was the round where I was chatting to Rich (who was Marshalling the event) and Mike Budd about some stuff and distractedly forgot to print and hand put the match-slips. Easily fixed within a couple of minutes though.

I've gotta say, being involved in an event for a game you don't normally play is dangerous. A friend of mine has the Imperial Assault core set, and watching this tournament reminded me that the game is fun to play. One of the players had an Ahsoka Tano with Lightsabers lit up from within, which looked awesome. There was also quite a variety in the lists I saw.

X-Wing day one part one was also taking place, and had a small field. Seriously deadly though, containing the current World and European champions, the at-the-time current UK National champion as well as several other National champions and known X-Wing celebreties. With a score of 5-1 needed to qualify for Sunday, it was looking like a murderous day.

Saturday



I was Judging the event alongside some other staff, with Vince Marshalling as usual. It was a smooth day, rulings-wise, although there was some controversy I'll address later. Interestingly, the ship I answered the most rules questions about was the U-Wing.

It was a much larger field than Friday, and saw some repeat attendance. It also required a 5-1 record to make the Sunday. However, despite the size, it ran well which is a testament to Vince's experience.

Three of the Darkstar Marauders were able to attend, Troll, Newby and Nezumi. All three played well and had some close games. I think they would agree in saying the event made a fitting end to First Edition.  



Saturday evening I managed to play some Keyforge. The game plays really smoothly, and is simple to understand. I can already see the potential for wanting to own a few decks to have a varied experience. Chains is an interesting way of balancing power level within the game. I'll talk more about it in a future post.

Sunday



The day of the Top Cut. As the day went on, Judging became a much more intimate affair. Less games going on meant more ability to watch the games in detail. By the quarter finals, I was able to find a good position to watch three of the games at once.

With the semi finals, I was able to focus on one of the games; Fishy versus Ashok. They claimed, post game, that it must have been boring to watch but it wasn't. They both completed a circuit of the board before Ashok used bombs to lock out his deployment zone, and actual combat was forced. The game ended a couple of turns later with what little combat that happened being decisive. Between watching the two looking for the optimal place to engage and their banter, the game was good to watch.

The final round was painful to watch. Tom Reed's red dice didn't want to roll hits/crits which resulted in Fishy's ships surving shots that they normally wouldn't. He still had to fly well and deserved his win.



After the cut came the packing away of all the stuff we had set up on Thursday. As you would expect, it's a much quicker process. Still, lots to do though. That evening, in the hotel, a group of us played a couple of games of Tortuga. It was a fantastic hidden identity game and worth playing if you get the chance. French versus English fighting over treasure, but no-one is sure who is on which side. If there is an odd number of players, then the odd player is Dutch. They win if the result of the game is a draw. Thanks a lot to Ross Graham for sharing this game with us.



Controversy 



If you've made it this far through the blog post, you may be wondering about the controversy I mentioned earlier. Or, maybe you were at the event and witnessed it first hand or conversely read the multitude of posts about it on the Facebook groups.

A decision was made on the Friday to allow competitors who hadn't qualified for the Sunday X-Wing top cut to play again on the Saturday. This was decryed as grabbing extra money and allowing some people two attempts at qualifying. It caused a lot of fuss, bad feeling and anger.

I wasn't privy to the decision, nor the process that lead to it. Mike Budd put his hands up as the person responsible. This lead to him taking a lot of flakk, both in person and online. Kudos to the man for being able to not only agree it was a mistake, but make himself available to discuss people's grieveances.

My opinion -

The true error was communication. While many may think it's unfair, or unusual, to allow players to enter two qualifying events for the Sunday the true problem was lack of choice. Because nothing had been said before the event, the assumption was you could play Friday or Saturday but not both. This lead to people deciding to only come to the event for the Saturday or opting to play other game systems.

Had it been communicated to the players beforehand that they could attempt to qualify on both days, then people that would want two attempts could plan accordingly. And that was the problem, the players that hadn't played on the Friday only had 1 chance to make it, while those that failed on the Friday had a 2nd chance.

It's a lesson to be learned. I strongly suspect that such a mistake will not be made in future and the ability to play or not play in both qualifying days will be clearly communicated. Presumably when the tickets initially go on sale.

The player reaction was mixed;

Some players took it in their stride. They either weren't aware of what was going on, didn't care or kept their opinions to themselves.

Some players, that played on the Friday but didn't qualify, took advantage of the rule and played again on the Saturday. For some of them it proved to be the correct choice as they managed the 5-1 record on their second attempt.

Some players got angry or upset. I can, up to an extent, understand their frustration with what must have felt like an unfair decision. I can sympathise with them, especially if you really wanted to make the cut and have a decent run at being National champion. What I can't agree with is some of the vitriol I witnessed, especially on the Facebook groups. Passions run high, but getting angry at the decision doesn't help. Especially after it had been publicly acknowledged and apologised for. All that was going to do was keep the bad feeling going and allow it to put a cloud over the whole event.

A final group of players were exemplified by (but not solely made up of ) the Weekend Warlords. They decared that, because they found it unfair that not everyone would be able to take advantage of playing two days, that their players that failed to qualify on the Friday would not play again on the Saturday. They didn't fault anyone for playing both, as the rules allowed it, but their personal sense of honour and fairness wouldn't allow them to.

Whatever your stance on the issue at the time, we can all agree that it is highly unlikely that it will happen again. It is a shame that such controversy happened at the last First Edition X-Wing UK Nationals.

Finally

This is where I would normally do some shout-outs. However, I can't. There were far too many people who made the weekend fantastic, that I dare not list any for fear of forgetting someone. The X-Wing community, by and large, is amazing and I can't wait to see them transition to Second Edition.

Hopefully I'll get to more events between now and next years Nationals and see more of the wonderful people.


Monday, 6 August 2018

X-Wing Store Championships - event 2

Today I was Judging the second and final of this year's Store Championships in Plymouth, held at Dark Star and in association with G.I. Games. It's the third Store Championships held at Dark Star.


With 11 players, the recommended number of Rounds is 4 with no Top Cut. I decided to add a Top Two to add a Final to the event, as the atmosphere when everyone is watching is really good. The two players that made the cut agreed to a 75-minute timer, as they didn't think they would need more time, (they were right).

There were no interesting Judge calls, this late in the game everyone knows what they are doing, especially amongst the Marauders.


We only had one Scum list, a different player to the Antics event. There are dedicated Scum players in Plymouth, they have just had availability issues this summer.

In a reversal of the last event, we had six Rebel lists, with the most popular ship being the Gold Squadron Y-Wing. Got a diverse range of lists though, even the Y-Wings had different turrets, trying different sneaky tricks.

Four of the lists were Imperial, with Quickdraw appearing in three of them. This will be the last we see of that ship in these lists, as the TIE/SF transfers to the First Order faction in Second Edition.


After 4 rounds and a Top Two cut, our winner was.....

Pete Yarwood

"Quickdraw" (TIE/SF Fighter)
  • Expertise
  • Fire-Control System
  • Advanced Optics
  • Lightweight Frame
  • Special Ops Training
 "Backdraft"
  • Expertise
  • Fire-Control System
  • Advanced Optics
  • Lightweight Frame
  • Special Ops Training
Nu Squadron Pilot
  • Harpoon Missiles
  • Long-Range Scanners
  • Os-1 Arsenal Loadout
This was a well-deserved victory, as Pete went undefeated for the day, including beating Matt Coles in the Swiss and the Final. This also gave the DarkStar Marauders their fourth Store Champion for the close of First Edition;
  • Jon Vicary (at Mad for Miniatures)
  • Matt Vicary (at Antics)
  • Matt Coles (at Kirton)
  • Pete Yarwood (at Dark Star/G.I. Games)
This year the team has really come together, travelling to more events as a group and giving both moral support and gaming advice. It's been a pleasure both to watch and be a part of.

Next up is Second Edition. People are already getting excited and building lists, as everything has been spoiled and FFG have released the point values. New ships have also been announced and new Factions are coming later. it's gonna be great to see where the game goes from here and to see the DarkStar Marauders perform better than ever.

Tuesday, 10 July 2018

X-Wing Store Championships 2018 - event 1

This season, I'll be participating in 3 X-Wing Store Championships; 2 as a Judge and 1 as a player. End of June was the first of these, Judging at Antics.


We had 9 players out of the maximum 12 that Antics can host. Not much to report from a Judging point of view. Things ran smooth, although I did let the timing slip about 20 mins by the end. The players know what they are doing, so there were next to no Judge calls as well.


We had 1 Scum list, with the most popular ship being the Kihraxz. It's a shame to see a faction so underplayed.

We had 2 Rebel lists, both flying the Falcon and an Arc. While that's not much better attendance than the Scum faction, at least we didn't see the dreaded Ghost Fenn.

We had 6 Imperial lists, with Quickdraw, Omega Leader, Colonel Vessery and Countess Ryad all appearing on 2 lists each but with no duplicate lists. Aces were the order of the day, with only one list taking a Decimator.





After 4 rounds and no top cut, our winner was.....

Matthew Vicary

Kylo Ren (TIE Silencer)

  • Autothrusters
  • First Order Vanguard
  • Push the Limit
  • Fire Control System
  • Threat Tracker
Whisper (TIE Phantom)
  • Advanced Cloaking Device
  • Veteran Instincts
  • Sensor Jammer
  • Director Krennic
With his brother Jon winning down in St Austell, that gives the Vicarys two Store Championship Titles so far this season. It's also Matt's second year winning at Antics proving the brothers are ones to watch this year.


Next event for me is playing at Kirton. Can I do better than my performance at the Regional? What am I flying? Guess we will find out in two weeks.....




Tuesday, 15 May 2018

X-Wing 2.0 versus The Man of Many Hats



During the World Championships this year, Fantasy Flight Games announced that X-Wing was ending, and being replaced by a Second Edition. Some components and rules would make the transition, but everything else would be new. They are releasing a Starter Set and Upgrade Kits so that existing players can rejoin the game as fast as possible, while slowly re-releasing the old ships for newer players.



It's taken some time to process my thoughts and feelings on the Edition change, as it affects my gaming on so many different levels. I wear many hats/perform many roles with X-Wing, so the impact was bound to be complicated. This post is to put a lot of that into one place and see whom else is in similar positions.

Player 


I first approached X-Wing as a player. Initially, it was just myself flying Imperial against Jamie and his Rebellion, as had been the case when we had played Decipher's TCG as well. We attended the Assault on Imdaar Alpha pre-release, and I haven't looked back. As FFG shifted the Bounty Hunters out into their own faction, alongside other Scum elements, my collection shifted to match. Eventually, I started buying Rebel ships, to maximise my choice of ships to fly, both competitively and for fun.

The Edition change leaves me with a choice. I can keep playing First Edition, hoping that enough people wanting casual games will continue to play, or I can switch to Second Edition, figuring that the majority of the player base will also do so. Not switching will limit my potential opponents, while switching won't. I can even keep my existing stuff to play against those that don't switch.

Switching is going to be expensive. Looking at retail prices, the Starter is £37 and each Conversion Kit is £47. Each kit is for one faction and contains Pilot cards, Upgrade cards and a number of Dial per ship type. If you want to fly more of a specific ship than the kit contains dials for, then you will have to buy extra kits. Shops offering discounts and the Secondary Market will offset this a little. Similarly, if you want to continue flying multiple factions, you will need a kit for each one. This increases the cost again.

A big change that compounds this is the First Order and the Resistance are being split away from the Empire and Rebellion to become their own factions. If you enjoyed flying lists like Dash Rendar and Poe Dameron, or Quickdraw and Rear Admiral Chiraneau, you will no longer be able to. This means even if you thought you were mono-faction, you existing collection might no longer be. Also, those factions aren't releasing with the main game in September, leaving you waiting until the Wave Two release before you can play those ships.

The Wave Two Conversion Kits will be cheaper, as both of those factions have fewer ships. However, if your collection is like mine, if you want to keep playing all the factions you will have to buy the Starter and 5 Conversion Kits. That's £178 rrp in September, plus whatever price point the Wave Two kits come out at. That's an expensive readmission price. You can buy it in bits, but that's still £84 for one faction. Again, you can always shop around for a lower price and check out the secondary market for individual bits. And that's to keep playing a game that currently is already playable.

I'm seeing a lot of people comparing this to when Games Workshop change an Edition. However, when an Edition changes for 40K, you only have to buy the Rulebook and your armies Codex. With 8th Edition, the core rules are a free download. So the price of switching from 7th to 8th is £25 (£30 if you play Space Marines, but their Codex is larger). Having to buy new units don't apply to an Edition change, as the players that care often buy new units when the meta changes too. Essentially, the Edition change is a Meta change as far as their spending habits are concerned.

With the financial issues addressed, it's on to the rest of the issues I face as a player. Having watched the Team Covenant Zach versus Alex Davey video, and read the FFG article on movement (https://www.fantasyflightgames.com/en/news/2018/5/9/a-few-maneuvers/ ), it's clear the core mechanics of the game aren't changing. This is good, as those mechanics are what make the game both amazing to play and simple to teach. Other mechanics have changed, and there will be new ones I've not seen discussed. This will mean readjusting to a new ruleset.

As someone who has played other games that have switched Editions multiple times, (Warhammer 40K and Heroclix, I'm looking at you both) and also as someone who plays a lot of games, absorbing new rules shouldn't be too difficult. There will be a short period where some old rules will attempt to filter through, but that will end. The annoying part will be that we've already seen that some existing Pilots and Upgrades are getting radically changed abilities, while some existing abilities are getting new names. One, in particular, I've noticed is there is a new TIE Advanced Pilot with the ability of Juno Eclipse. Does that mean she is getting a different ability? Or has the character been removed from the game entirely?

The biggest change is how squads are built. Firstly; squad size is 200 points but ships are roughly doubling in price. That gives them more room to make cost changes for Pilots and Upgrades. Squads will be roughly the same size they are now. However, the points won't be printed on the cards. Instead, they will be handled via an App.

The shift of games towards needing an App annoys me. Firstly, not everyone has a smartphone or tablet to put an app on. From a personal standpoint, my current phone doesn't have room for another App. I've already recently deleted what Apps I can, just to contain the current ever-expanding ones. That creates a barrier to entry for some people. I've heard that the software will also be useable via a website, but that's not useful to those who want to take a bunch of ships somewhere and just build some squads throughout the day as they play.

I get that it allows them to adjust problems in the game via changing point values. But they have long had this ability. I've been suggesting it as a fix to problems for a couple of years now. Instead, they have changed card text to fix them. All making this an app does is shrink the visible size of the FAQ. A lot of the pages in the current one are dedicated to changing card text, which highlights how often design mistakes have been made. Hiding this via an App, to me, doesn't outweigh the barriers to entry it causes.

Problem fixing is an interesting one. The online community is currently of the opinion that previously poor performing ships will now be balanced and playable, while the "over-powered" ones will be brought down in power level. In my experience, this won't be true. There will always be an imbalance in games like this. Some Pilots and Upgrades will be unplayable simply because their faction has better options for competitive play. Any attempt to try and correct this will either end with all ships being identical, or points having to change very frequently. I also hope that the player base has time to actually fly against and adapt to metas and that points aren't changed as a knee-jerk reaction every time the vocal online community causes a fuss.

Conclusion
I'm going to keep playing, switching to the Second Edition. The price and App are certainly barriers to my continued playing though. There are only 4 months to save up for the Edition change.

Collector


Some would call me a Hoarder, but part of what appeals to me about tabletop gaming is collecting. This approach to gaming then informs my play habits. For X-Wing, that means I currently buy 1 of each Rebel and Scum ship and 3 of each Imperial small ship. With the Empire, I want the ability to field squads of a Pilot and their two Wingmen. This has lead to me having a lot of physical Pilot and Upgrade cards.

While the ships are still useable, the dials wont be as many ships are getting new and improved dials with extra maneuvers. I can keep some of the cards for a collection, and give me the ability to continue to play First Edition, but the rest will be uneeded. Do I attempt to sell them on, hoping there is still a demand? Or do I recycle the cardboard?

They haven't announced what they are doing with the Epic format, other than it is coming at some point. Do I buy the 3 ships (Corvette, Transport and C-Roc) that I haven't bought yet? FFG hasn't historically been great at supporting the side formats. Any cards I get with those ships will be useless in Second Edition. It has put me off the expense of picking them up.

The TIE Reaper and Saw's Renegades haven't released yet. They have announced that they will also contain all the cards needed to make them Second Edition playable. At least that's one less worry.

Upgrade cards in Second Edition are going to be regular card sized. That means that when I dispose of the old upgrade cards, there are going to be a lot of unused small sleeves. I'm sure I'll find a use for them eventually. It does mean that the new cards will take up more space for storage though.

On the positive side of things, this could see a decrease in the cost of existing alternate art cards. There are a couple of official ones I still want to pick up for collection purposes. The Movie Still Lando Calrissian has long been expensive when it appears for sale. I'm hoping that it becomes affordable once Second Edition releases.

Conclusion
This will allow me to reduce the size of my collection and saves me buying the last three Epic ships. It may even let me obtain the Lando I've been after. I do fear that this means I'll have to dispose of large amounts of cardboard though, which is a shame.

Retailer


I work at G.I. Games. We sell tabletop games, card games and roleplay games. As such, I see the effect changes like this have on businesses. Stocking Second Edition isn't a question. It's a new product and I foresee the majority of the existing player base switching. However, existing First Edition stock is an issue.

While there will still be people picking up First Edition versions of ships in the lead up to Second Edition, that will become less true as time goes on. This potentially leaves shops with unsellable ships or having to discount them drastically to sell them.

This issue is common with FFGs LCGs as well. That's why I anticipate no assistance from them. Games Workshop refunds stores when they make Codexes defunct, but that's a rare practice in the gaming industry.

Also, individual ships will cost more in Second Edition than in First, going up by £6. This price increase could lead to the game being less attractive to new players, making it harder to shift new stock.

Conclusion
Our shop isn't massively affected, but I know other shops have lots of First Edition stock. This sort of thing is always a pain for Retailers and is what makes stocking games risky.

Tournament Organizer


I run Tournaments for several game systems. Alongside this Edition change, there was an announcement about changes coming to the official FFG Tournament structures. This will affect the way Seasonal Kits and upwards are run. We've already seen an increase in the price of these kits, but have no other information.

The next World Championships is going to be late 2019,  well over a year after the recent one. We have yet to be informed how that affects the placement of feeder events next year, such as Nationals and Euros, or how it will affect the players that win those events this year.

How will the App affect things? Will it also contain software for running events, or will we stick to using TOME/Cryodex? Will the game still have the same time limit on Rounds? The squad structure looks the same, so I don't expect that to change. Yet currently there are more questions than answers.

Finally, for this Summer's events, there is the issue of prize support. The future kits coming between now and September contain double-sided promos that are compatible with both Editions. Older promos are essentially obsolete now though, especially the custom ones people have commissioned. 

This leaves me with a stack of spare promos to give out to players who may not want them. It then ties into the collector's issue of the promos not having a resale value, which may lead to me having to dispose of them. Luckily, I believe the majority of players (at least locally) play for the love of the game rather than the prize support.

Conclusion
There is a fair amount of uncertainty at the moment when it comes to the future of tournaments. Best thing to do at the moment is stick with the current plan and wait for more news.

Judge


I Judge tournaments, both for my self and for FFG via Asmodee UK. This hat is the one least affected by the Edition change. Sure, I'll have to learn the new ruleset. But the same is true whenever a new Wave releases anyway. FFG will continue to release documents to help with this, and may even integrate that into the App.

That could lead to problems though. Power issues with the device you are running the App on or other mechanical failures. Having to get a device for the App in the first place. Hopefully, there will also be a printable version of any FAQ document.

As an aside, I'd also like to see Floor Rules. A proper guide to not only how to fix mistakes that players make, as well as how to official deal with them. There have long been no guidelines on when it is appropriate to award a player a Game Loss, as well as a Disqualification. An official document would ensure that all Judges and Marshalls are on the same page when these things happen. It could also address issues we have seen with live streams.

Conclusion
Business as usual here. The Floor Rules have been something I've been wanting for a while anyway.

Final Conclusion

I'm going to go forward with Second Edition, as I suspect the majority of players will. Staying with an older Edition of a game means that when new stuff releases, you won't be able to use it. Changing isn't without its problems though.

Monday, 19 March 2018

My Regionals Experience

A large group of us went to the Regionals at Kirton Games, 15 in total. It was quite a sight seeing us with team polo shirts on amongst a crowd of 102 players. Credit to James Fox and all the Kirton staff for running a smooth event, with plenty of food available and even a Fish and Chips run for everyone.






My List


  • Colonel Vessery, Ruthlessness, TIE/D, Tractor Beam
  • Countess Ryad, Push the Limit, TIE/x7, Twin Ion Engine MK 2
  • Baron of the Empire, Push the Limit, TIE/v1, Autothrusters
Comes in at 100 points. With Pilot Skills of 4,5 and 6; an initiative bid isn't needed. It took me weeks to find a decent wingman for the Defenders, but the Thursday before the event I settled on the Baron of the Empire in the TIE Adv. Prototype. Mobile, and grants a target lock for Vessery, he ended up being a fantastic addition. Playing the key role of blocker often, I was never disappointed with his performance. I just wish he had 3 attack dice.

My Result

I came 70th. Not great, though the result of going 3-3, as I wanted to at least Top 64 to get a Zuckuss. It is better than my warm-up result though, as although I went 50/50 in both events, none of my games were zero point losses this time around.

Round 1

Palp Aces. I approached this wrong and was unable to K-Turn over the shuttle. My opponent burnt Ryad down in the first couple of turns. I made sure I was able to get half points for the shuttle once it was clear I probably couldn't pull the game back.
Loss - consider the initial approach vector carefully next time. Possibly bank the turn before.

Round 2

Decimator and Rexlar Brath. I burnt the Decimator pretty quick and was able to carefully keep Rexlar from Ioning Ryad.
Win - I made a couple of early mistakes with Ryad but managed to recover.

Round 3

Vader, Vynder, Omega Leader. A long game with lots of positional manoeuvring. Two bumps for Vader helped. The key point was the opponent isolating Omega, allowing me to send my squad after him and then being free of the other two for a couple of turns.
Win - long game though. The important kills were in the final round after time had been called.

Round 4

Miranda and Dash. A long game as well. Managed to trap and burn down Miranda, but struggled to catch Dash.
Win - came down to the final shot of the game giving me half points for Dash, and winning by 9 points.

Round 5

Miranda and Dash. A slightly different build, and the winner of the 2016 Dark Star store championships. He kept Miranda out of as many arcs as possible, so Vessery never got a shot off. Unfortunately, in doing so he flew her too close to the edge, allowing me to bump her off the map. That was my only kill.
Loss - I was completely outflown. My green dice were mostly above average though.

Round 6

Hera and Ezra. For some reason, I struggle against Ghost lists. I think it's because they have a variety of builds with different ways of tackling each.
Loss - A key turn of bad dice (with a target lock) meant I killed Ezra later than I wanted. Killing Ezra may not have turned the game into a win, but may have given me time to get half points on Hera.


My biggest failing was finalizing the list at such a late point, which minimized my practice with it. I'm going to keep the list built for a while and continue to practice with it. Not sure when my next event will be, depends if there is any travelling to Store Championships. I'm Judging at the System Open this week, Euros in June and Marshalling the Plymouth Store Championships.